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https://github.com/ZDoom/Raze.git
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a4dd5bb4ce
Using proper C++ containers now.
89 lines
1.9 KiB
C++
89 lines
1.9 KiB
C++
#ifndef __RES_VOXEL_H
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#define __RES_VOXEL_H
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#include <stdint.h>
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// [RH] Voxels from Build
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enum
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{
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MAXVOXMIPS = 5,
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};
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struct kvxslab_t
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{
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uint8_t ztop; // starting z coordinate of top of slab
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uint8_t zleng; // # of bytes in the color array - slab height
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uint8_t backfacecull; // low 6 bits tell which of 6 faces are exposed
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uint8_t col[1/*zleng*/];// color data from top to bottom
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};
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struct kvxslab_bgra_t
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{
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uint32_t ztop; // starting z coordinate of top of slab
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uint32_t zleng; // # of bytes in the color array - slab height
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uint32_t backfacecull; // low 6 bits tell which of 6 faces are exposed
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uint32_t col[1/*zleng*/];// color data from top to bottom
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};
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struct FVoxel;
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struct FVoxelMipLevel
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{
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FVoxelMipLevel();
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~FVoxelMipLevel();
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int SizeX;
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int SizeY;
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int SizeZ;
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DVector3 Pivot;
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int *OffsetX;
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short *OffsetXY;
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private:
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uint8_t *SlabData;
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TArray<uint8_t> SlabDataRemapped;
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public:
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TArray<uint32_t> SlabDataBgra;
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uint8_t *GetSlabData(bool wantpaletted) const;
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friend FVoxel *R_LoadKVX(int lumpnum);
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friend struct FVoxel;
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};
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struct FVoxel
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{
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TArray<uint8_t> Palette;
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int LumpNum;
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int NumMips;
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int VoxelIndex;
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FVoxelMipLevel Mips[MAXVOXMIPS];
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bool Remapped = false;
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bool Bgramade = false;
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void CreateBgraSlabData();
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void Remap();
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void RemovePalette();
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};
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struct FVoxelDef
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{
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FVoxel *Voxel;
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int PlacedSpin; // degrees/sec to spin actors without MF_DROPPED set
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int DroppedSpin; // degrees/sec to spin actors with MF_DROPPED set
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int VoxeldefIndex; // Needed by GZDoom
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double Scale;
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DAngle AngleOffset;// added to actor's angle to compensate for wrong-facing voxels
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bool PitchFromMomentum;
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bool UseActorPitch;
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bool UseActorRoll;
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};
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extern TDeletingArray<FVoxel *> Voxels; // used only to auto-delete voxels on exit.
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extern TDeletingArray<FVoxelDef *> VoxelDefs;
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FVoxel* VOX_GetVoxel(int lumpnum);
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FVoxel *R_LoadKVX(int lumpnum);
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FVoxelDef *R_LoadVoxelDef(int lumpnum, int spin);
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#endif
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